Chaotic Good Female Human Sorcerer Level 13

Ariel is the daughter of minor nobility in the human Kingdom. When she was about 14 she ran away. The combination of a stifling home life and her emerging sorcerous abilities made her feel it was better to leave.
Once she was secure in her ability to fend for herself she returned to her family to make amends but had by then acquired a wanderlust.
She is not happy staying in one place for long and as she travels enjoys the opportunity to help out people in trouble.
While her thinking about nobility has changed a lot since her time at home her habits and first reactions are very much those of a young noble woman.
Strength 11 (+0)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 17 (+3)
Wisdom 12 (+1)
Charisma 20 (+5)
Total Hit Points: 77 Speed: 30 feet
Initiative modifier: +3 = +3 [dexterity]
AC: 16(20) = 11 (Draconic Skin) +2 [dexterity] +3 Ring +(4 Mage Armor)
Touch AC: 18 Flat-footed: 18
Fortitude save +11(13) = 4 [base] +3 [constitution] +4 Cloak of R. (+2 Boris)
Reflex save +10 = 4 [base] +2 [dexterity] +4 Cloak of R.
Will save +13 = 8 [base] +1 [wisdom] +4 Cloak of R.
Attack Missile: +8/+3= 6 [base] +2 [dexterity] Melee: +6/+1
Skill Focus: Disguise +3 Disguise
Draconic Heritage (Silver)
Disguise as Class Skill.
Bonus Saving throws vs Sleep, paralysis and Cold (5)
Draconic Skin +1 Natural Armour
Draconic Reistance 5 vs Cold
Draconic Power +1 Caster Level and DC of Cold spells
Draconic Legacy
Additional spells: Air Walk, Feather Fall and Wind Wall
Spell Penetration +2 on CL checks to penetrate Spell Resistance
(Alertness from Boris) +2 on Listen and spot

Common, Elven, Dwarven,

Skill Tricks:
Assume Quirk: Person familiar with your impersonatee does not get bonus vs disguise. Only one hour per day
Swift Concentration: Can maintain spell concentration as swift action.
Second Impression: Make bluff check to re-establish blown disguise
Timely Misdirection: Successful feint denies target AOO.
False Theurgy: Spell appears as different spell same level

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Familiar / Alertness, etc.
Can know only limited numbers of spells
High charisma gains bonus spells daily


Appraise Int 3 = +3
Balance Dex* 2 = +2
Bluff Cha 21 = +5 +16
Climb Str* 0 = +0
Concentration Con 18 = +3 +15
Craft Int 3 = +3
Diplomacy Cha 7 = +5 +2 [bluff]
Disguise Cha 24 = +5 +16 +3 [skill focus]
Escape Artist Dex* 2 = +2
Forgery Int 3 = +3
Gather Information Cha 5 = +5
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 7 = +5 +2 [bluff]
Jump Str* 0 = +0
Knowledge (arcana) Int 20 = +3 +17
Knowledge (nature) Int 2 = +0 +2
Knowledge (religion) Int 12 = +3 +9
Listen Wis 1(3) = +1 (+2 when Boris near)
Move Silently Dex* 2 = +2
Perform Cha 5 = +5
Ride Dex 2 = +2
Search Int 3 = +3
Sense Motive Wis 1 = +1
Spellcraft Int 20 = +3 +15 +2 [Knowledge, arcane]
Spot Wis 1(3) = +1 (+2 when Boris near)
Survival Wis 1 = +1
Swim Str** 0 = +0
Use Rope Dex 2 = +2

Boris the Rat


Size/Type: Tiny Animal
Hit Points: 38
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 21(25) (+7 for familiar and +4 from Mage Armour within 5ft of Ariel) +2 size, +2 Dex, touch 21(25), flat-footed 19(23)
Base Attack: +6/1 Grapple: –12
Attack: Bite +10 melee (1d3–4)
Full Attack: Bite +10/+5 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Qualities: Low-light vision, scent, Spell Resistance 18
Saves: Fort +5, Ref +7, Will +9
Abilities: Str 2, Dex 15, Con 10, Int 12, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Stealthy, Weapon Finesse, Improved Evasion.

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Ariel always shares her Mage Armor and Endure Elements with Boris.

Backpack, Rations.
50ft Silk Rope
Ring of Protection +3 defl
Cloak of Resistance +4
Necklace of Adaptation
The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Ring Gates
two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day


Zero-level Sorcerer spells: 6 per day 15
Acid Splash 1d3 Acid damage
Detect Poison
Detect Magic
Mage Hand 5lbs

First-level Sorcerer spells: 8 (6+2) per day 16
Feather Fall
Endure Elements
Protection From Evil
Mage Armor
Disguise Self

Second-level Sorcerer spells: 7 (6+1) per day 17
Darkvision 1/hr/L 60ft
Whispering Wind - Send msg. 1mile/L 1-6 MpH 25 words 1hour/L
See Invisibility 10m/L
Resist Energy 10 m/L 10/L pts resisted of one energy type

Third-level Sorcerer spells: 7 (6+1) per day 18
//Wind Wall //
Dispel Magic
Tongues 10m/L
Lightning Bolt 120ft line 10d6
Gaseous Form 2m/L

Fourth-level Sorcerer spells: 7 (6+1) per day 19
Leomund’s Secure Shelter 2hrs/L
Summon Monster 4 1rd/L
Invisibility, Greater 1rd/L can attack.
Evard's Black Tentacles. r: 100 +10/L 20ft radius. No save or SR. Grapple check 8+CL (d20+ 21) Tentacles count as Large. Creatures not grappled move at half speed.

Fifth-level Sorcerer spells: 7 (6+1) per day 20 (21 for CoC)
Air Walk
Cone of Cold 60ft 1d6/L (13d6 Draconic) Saving throw +1 Draconic Reflex half SR Y
Break Enchantment (25 ft. + 5 ft./2 levels) Up to one creature per level, all within 30 ft. of each other
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.

Sixth-level Sorcerer spells: 4 per day 21
Disintegrate 2d6/L Save Fort for only 5d6 damage SR Y
Globe of Invulnerability. 1rd/L 10ft radius. 4th level spells and lower.

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